For all intends and purposes, the tribe tag is the 'race' of which the mercs belong. There's other examples, like Illidan not being a demon (despite this being the case in hearthstone), we just have to align with the fact that each merc only have one tribe tag, which is displayed clearly (unlike the much maligned horde and alliance labels)
Its likely done like this for balancing reasons. Dumb as it is, its not entirely unheard of for developers to forgo flavor and certain amount of logic for the sake of a better game.
Not having the dinos' names be anagrams of the original animal companions - 1 star
But in all seriousness, the design is fine, although the sub for huffer is obviously too weak for a 5 mana card, given that it can nearly never value trade and doesn't have the all important charge factor. I'd give it charge, or keep the rush but raise its stats to 7/4.
Its likely more for balancing reasons than exclusion. All the tribe have some synergy with one another, and its probably more work if some have double tags. Its likely dangerous to set precedence too, which is why cookie is not pirate/murloc, although they did with Rexxar, being a half orc (though there's obviously no ogre synergy right now)
Gruul's case is unique because there's not a lot of famous Gronns to begin with, so there's not many reason to label him aside from flavor. Amazing that he's even in mercs, given that there's plenty more famous characters than him, and if not for that one treasure no one would probably even run him at all.
It used to be that whenever we see massive patches it'll come with numerous bugs, but I think after mercs they may have broken records here. Numerous visual bugs, and some game breaking ones were experienced since the last patch, fortunately mostly in mercs itself. I didn't participate in the mess that was wild the week before, but I did had a laugh when my Jerry Rig Carpenter drew Omu's treasure. Im sure my opponent didn't appreciate how I could cheat somewhere around 15 mana that turn.
I noticed that they didn't mention how core hound's image in mercs was replaced with giantfin's when you're on the map. One of the many visual bugs around.
Im pretty sure what they will do is just deduct from your gold by the same amount you got in tavern tickets. Might even do that after considering how many tickets you've actually used. Blizz would have a record of what you have before, and how much you're using so unless you're literally running heroics duels/arena to the ground, Im sure it wont be too harsh.
Just screenshot what you have now, just in case blizz shits the floor again and start handing out punishment without any due consideration.
Do we still have to actually roll diablo out of the 4 heroes offered or is there another way? Maybe Im just unlucky, but I wasn't able to find him up for selection in duels.
I havent tried mage yet, but I have a feeling that Multicaster can help it along with ping mage. Priest has definitely not featured much, but we can never tell, since Mr. Smite is a good aggro card after all
I appreciate that some people actually like playing quest mage. But to be honest, fk that deck. One good thing coming out of this midset is that we'll likely not see it until the next expansion.
I think its purposefully designed by the devs like this for a laugh.
But ultimately people just want their packs. Which is fair enough, considering that this particular tavern brawl is a near brainless experience. I expect after everyone get their packs, they might look at this as a more casual, lighthearted mode brawl.
- The AI will prioritize minions unless you clearly have board lethal. For stupid reasons, the AI will not count hero power as part of lethal.
- Always, always just pick pirates with rush. If you copy your opponent's board, they usually dont have rush, so you'll be playing from behind
- Despite what your deck think it is, this is a board battle. Dont mulligan for anything that doesn't curve or build up board.
- Quest mage AI absolutely sucks, because the AI doesn't know completing the quest is a priority. The fking deck has Ice Block for god's sake.
- If you want to lose quickly, just pick priest. AI takes the cake on this one. I dont what happened but clearly when the devs were constructing this they used the AI meant for mage, on priest. Either that, or the AI simply doesn't register Prince Charming as the priest class. Hp the opponent is one thing, casting Elekk Mount on your OPPONENT's minion is quite another.
- AI doesn't quite understand the mechanics in some newer cards. It'll never cast Raise Dead for example, nor will it trade cards even with excess mana. If you're spawning the treasure chest, pray hard you dont get goblet, or the AI will screw you hard depending on what you get.
- By far the easiest way to win is to pick hunter. No prizes for guessing why.
- If you start with coin, try to mull for double 1 drops or a 2 drop or otherwise it'll waste the coin. I played against bots in bronze wild that avoided this mistake.
Its certainly interesting. But honestly, I think this serves to remind us how stupid the AI is in hearthstone. There are times, many times, where I could have just won simply by thinking a mere 1 turn ahead. My bot missing lethal with hp and almost costing me the match was a highlight for sure.
Speaking of tasks, anyone have any tips on how to unlock Sylvanas' Reclaimed Souls task? I haven't used her a lot but it currently is requiring me to gain 10 attack with reclaimed souls, but the ability ONLY gains attack if one of your characters dies....seems like one of those "you'll get it eventually but it's annoying" tasks....(poorly designed IMO but that's a rant for another time)
Any tips on this one?
Use Samuro mirror image, or anything that spawns minions, kill them, and just reclaim away. You can easily do this in felwood against a very convenient blood imp whose sole ambition is to allow you to do whatever the hell you like as long as he's still alive.
I was a bit surprised to find out that shadowstep Edwin still maintains the buffs and that its an intentional design choice, not a bug.
More surprising was how easy it was to get Edwin draw a ton of cards around turn 6, and I was running weapon rogue (not that bs poison shank rogue that has been plaguing standard currently). Of course, it's not as impactful as the old Edwin was in terms of stats on board, because in all my games my Edwin only ever stuck once, but the draw potential should not be underestimated.
By right the annoucement to the annoucement of the expansion should have dropped by now. But of course, they obviously wouldn't want it to steal the midset's thunder.
So finally we have some progress. Having the task board fill up completely might eventually piss those who spent real gold on it (fortunately or unfortunately, I spent a total of 0 gold on this) but this is one step towards reducing the insane grind that is stranger hunting.
Quote From Blizz
Getting you what you want: One of the biggest challenges in Mercenaries has been getting the players the things they really want, in an appropriate way. We like that Bounty Boss rewards provide direction to earning specific coins, and we think that system is working well.
Let us be real here. Has anyone with even a shred of credibility in terms of grinding actually grinded specific bosses to get specific coins? I did it for a while, but I can assure blizzard that a large majority of where I get my coins don't come from doing this.
And why would it be? You can spend upwards to 30 minutes clearing up Thaurissan for diablo coins only to receive none.
Okay, so the game's hardly perfect, but a step is a step. Still, more is needed blizzard.
Im just curious. What exactly is that 'vision' that Ben B actually brought to the table? Or is this an argument entirely about 'charge' as a keyword?
As Dean has said before, he'd rather create powerful cards with an eye to nerf them later if they get too good rather than vice versa. The fact that team5 is more willing to repeatedly nerf allows them to experiment, rather than stick with the same porridge each expansion.
I dont think the current team5 is more wishy-washy when it comes to principals, because from the bits and piece of Dean's Q&A I think its safe to say that he'd rather design frustrate than stagnate, and from what we've seen (tempo dhunter, Galakrond shaman, and now this) I think that's consistent with their strategy.
Its honestly better than it looks. You get a decent murloc with lifesteal, and if it dies it gives you a very good weapon comparable to a tiny Grave Vengeance.
Good stats, being a murloc, lifesteal, gives a weapon with lifesteal. That's an S tier murloc anyday. Too bad its restricted to shaman, or otherwise you'd see this card more often than you think.
Will we see this in standard? Its actually good enough to be included into any deck, but its probably sitting on the sidelines waiting for a better meta. Its one of those cards thats just versatile and can only get better with each expansion introduced.
This Edwin draws one card at very least, so if you're not that interested in the stats, at very least he does draw you cards, and depending on the deck you could end up with a good 2-3 cards extra while making up a giant at around turn 5-6. That's significantly worse than the original Edwin VanCleef, but still good in its own right.
In the right deck this can easily be an 8/8 around turn 4, but I wouldn't bet on seeing it too often. One thing is for sure, it can never exist in the current garrote rogue, and playing this means you're 50/50-ing your kazakus, or buming out kazakus from the deck entirely which may not be the smart move to make.
For all intends and purposes, the tribe tag is the 'race' of which the mercs belong. There's other examples, like Illidan not being a demon (despite this being the case in hearthstone), we just have to align with the fact that each merc only have one tribe tag, which is displayed clearly (unlike the much maligned horde and alliance labels)
Its likely done like this for balancing reasons. Dumb as it is, its not entirely unheard of for developers to forgo flavor and certain amount of logic for the sake of a better game.
Not having the dinos' names be anagrams of the original animal companions - 1 star
But in all seriousness, the design is fine, although the sub for huffer is obviously too weak for a 5 mana card, given that it can nearly never value trade and doesn't have the all important charge factor. I'd give it charge, or keep the rush but raise its stats to 7/4.
Its likely more for balancing reasons than exclusion. All the tribe have some synergy with one another, and its probably more work if some have double tags. Its likely dangerous to set precedence too, which is why cookie is not pirate/murloc, although they did with Rexxar, being a half orc (though there's obviously no ogre synergy right now)
Gruul's case is unique because there's not a lot of famous Gronns to begin with, so there's not many reason to label him aside from flavor. Amazing that he's even in mercs, given that there's plenty more famous characters than him, and if not for that one treasure no one would probably even run him at all.
It used to be that whenever we see massive patches it'll come with numerous bugs, but I think after mercs they may have broken records here. Numerous visual bugs, and some game breaking ones were experienced since the last patch, fortunately mostly in mercs itself. I didn't participate in the mess that was wild the week before, but I did had a laugh when my Jerry Rig Carpenter drew Omu's treasure. Im sure my opponent didn't appreciate how I could cheat somewhere around 15 mana that turn.
I noticed that they didn't mention how core hound's image in mercs was replaced with giantfin's when you're on the map. One of the many visual bugs around.
Im pretty sure what they will do is just deduct from your gold by the same amount you got in tavern tickets. Might even do that after considering how many tickets you've actually used. Blizz would have a record of what you have before, and how much you're using so unless you're literally running heroics duels/arena to the ground, Im sure it wont be too harsh.
Just screenshot what you have now, just in case blizz shits the floor again and start handing out punishment without any due consideration.
Do we still have to actually roll diablo out of the 4 heroes offered or is there another way? Maybe Im just unlucky, but I wasn't able to find him up for selection in duels.
I havent tried mage yet, but I have a feeling that Multicaster can help it along with ping mage. Priest has definitely not featured much, but we can never tell, since Mr. Smite is a good aggro card after all
I appreciate that some people actually like playing quest mage. But to be honest, fk that deck. One good thing coming out of this midset is that we'll likely not see it until the next expansion.
I think its purposefully designed by the devs like this for a laugh.
But ultimately people just want their packs. Which is fair enough, considering that this particular tavern brawl is a near brainless experience. I expect after everyone get their packs, they might look at this as a more casual, lighthearted mode brawl.
Here's a few things I spotted:
- The AI will prioritize minions unless you clearly have board lethal. For stupid reasons, the AI will not count hero power as part of lethal.
- Always, always just pick pirates with rush. If you copy your opponent's board, they usually dont have rush, so you'll be playing from behind
- Despite what your deck think it is, this is a board battle. Dont mulligan for anything that doesn't curve or build up board.
- Quest mage AI absolutely sucks, because the AI doesn't know completing the quest is a priority. The fking deck has Ice Block for god's sake.
- If you want to lose quickly, just pick priest. AI takes the cake on this one. I dont what happened but clearly when the devs were constructing this they used the AI meant for mage, on priest. Either that, or the AI simply doesn't register Prince Charming as the priest class. Hp the opponent is one thing, casting Elekk Mount on your OPPONENT's minion is quite another.
- AI doesn't quite understand the mechanics in some newer cards. It'll never cast Raise Dead for example, nor will it trade cards even with excess mana. If you're spawning the treasure chest, pray hard you dont get goblet, or the AI will screw you hard depending on what you get.
- By far the easiest way to win is to pick hunter. No prizes for guessing why.
- If you start with coin, try to mull for double 1 drops or a 2 drop or otherwise it'll waste the coin. I played against bots in bronze wild that avoided this mistake.
Its certainly interesting. But honestly, I think this serves to remind us how stupid the AI is in hearthstone. There are times, many times, where I could have just won simply by thinking a mere 1 turn ahead. My bot missing lethal with hp and almost costing me the match was a highlight for sure.
Edit: Added a few more spots
Banehollow, the last one. Basically the only one with demons.
Doesn't matter heroic or normal, both have blood imps. I play heroics because all my mercs are level 30.
Use Samuro mirror image, or anything that spawns minions, kill them, and just reclaim away. You can easily do this in felwood against a very convenient blood imp whose sole ambition is to allow you to do whatever the hell you like as long as he's still alive.
I was a bit surprised to find out that shadowstep Edwin still maintains the buffs and that its an intentional design choice, not a bug.
More surprising was how easy it was to get Edwin draw a ton of cards around turn 6, and I was running weapon rogue (not that bs poison shank rogue that has been plaguing standard currently). Of course, it's not as impactful as the old Edwin was in terms of stats on board, because in all my games my Edwin only ever stuck once, but the draw potential should not be underestimated.
Plot pirates summoning Mr. Smite to finish off the game out of nowhere would certainly be worth a laugh.
It'll probably sell more if Edwin stood by SOP and covered his mouth.
By right the annoucement to the annoucement of the expansion should have dropped by now. But of course, they obviously wouldn't want it to steal the midset's thunder.
Nice mining, flux.
Its completely optional, or to put it simply, unnecessary for anyone to enjoy the game, to obtain diamond cards. So where's the cash grab here?
So finally we have some progress. Having the task board fill up completely might eventually piss those who spent real gold on it (fortunately or unfortunately, I spent a total of 0 gold on this) but this is one step towards reducing the insane grind that is stranger hunting.
Let us be real here. Has anyone with even a shred of credibility in terms of grinding actually grinded specific bosses to get specific coins? I did it for a while, but I can assure blizzard that a large majority of where I get my coins don't come from doing this.
And why would it be? You can spend upwards to 30 minutes clearing up Thaurissan for diablo coins only to receive none.
Okay, so the game's hardly perfect, but a step is a step. Still, more is needed blizzard.
Im just curious. What exactly is that 'vision' that Ben B actually brought to the table? Or is this an argument entirely about 'charge' as a keyword?
As Dean has said before, he'd rather create powerful cards with an eye to nerf them later if they get too good rather than vice versa. The fact that team5 is more willing to repeatedly nerf allows them to experiment, rather than stick with the same porridge each expansion.
I dont think the current team5 is more wishy-washy when it comes to principals, because from the bits and piece of Dean's Q&A I think its safe to say that he'd rather design frustrate than stagnate, and from what we've seen (tempo dhunter, Galakrond shaman, and now this) I think that's consistent with their strategy.
Its honestly better than it looks. You get a decent murloc with lifesteal, and if it dies it gives you a very good weapon comparable to a tiny Grave Vengeance.
Good stats, being a murloc, lifesteal, gives a weapon with lifesteal. That's an S tier murloc anyday. Too bad its restricted to shaman, or otherwise you'd see this card more often than you think.
Will we see this in standard? Its actually good enough to be included into any deck, but its probably sitting on the sidelines waiting for a better meta. Its one of those cards thats just versatile and can only get better with each expansion introduced.
This Edwin draws one card at very least, so if you're not that interested in the stats, at very least he does draw you cards, and depending on the deck you could end up with a good 2-3 cards extra while making up a giant at around turn 5-6. That's significantly worse than the original Edwin VanCleef, but still good in its own right.
In the right deck this can easily be an 8/8 around turn 4, but I wouldn't bet on seeing it too often. One thing is for sure, it can never exist in the current garrote rogue, and playing this means you're 50/50-ing your kazakus, or buming out kazakus from the deck entirely which may not be the smart move to make.